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OctaneRender for Nuke is a Nuke 8/9 (incl Studio/X) plugin which enables users to render Nuke 3d geometry and/or existing Octane scene in OctaneRender from within the Nuke application.

Features include:

1. Render OCS and ORBX scenes created with Octane Standalone or any of the Octane plugins. Any animated geometry or camera data from the OCS/ORBX file (in an ABC Scene Node) is tied to the Nuke timeline, so scrubbing the timeline will move the Octane time to the relevant point.

2. Nuke 3d geometry (Cylinder, Cube, Card, Sphere and GeoRead) with can the rendered with the OctaneRender Node, or if the OctaneRender node has already had an OCS/ORBX file imported, any Nuke 3d geometry will be added to the scene.

6.Live updating of Nuke 3d Geometry transform changes to the Octane scene (and the Nuke Viewer). So if you move a cube, the Octane render picks the movement up immediately - no need for a scene refresh.

7.Export an animation sequence (which can contain both import Octane geometry and Nuke 3d geometry) to ORBX or OCS for sending to a render farm.

12. Ability to switch on Caching, so each render is then placed in the Nuke cache for fast replay.

Limitations:1. Nuke 3d Geometry which is exposed to Nuke plugins as Point Clouds will not be rendered.2. The plugin assumes there is one rendertarget node in the Octane scene. Multiple rendertarget nodes are not supported.3. Octane Node pin values set using the “Edit Octane Scene” button cannot be animated. Animation of these pins is planned in the future.4. Nuke 3d Geometry Shaders are not converted to Octane Materials when rendering Nuke 3d geometry. You will need to setup the Octane Materials separately via the Edit Octane Scene button.5. The Nuke UI is blocked whilst rendering each frame when Cache Renders is enabled.

NOTE: Due to the high load that Nuke puts on GPU enabled cards, it is highly recommended that you use your on-board graphics or a second graphics card as the Windows display adapter]

Hi Tom. The short answer is....I don't know. You'll need to wait of the AE plugin to be released to make an assessment. And I'm expected to add quite a bit of functionality to the Nuke plugin over the beta period (and I'm sure the same will happen with AE). For example, I'm already working on a replacement for the Render Status Window, and also working on "animators". I guess it depends a) do you need something now, and b) which host app do you prefer using.

face_off wrote:The short answer is....I don't know. You'll need to wait of the AE plugin to be released to make an assessment. ...I guess it depends a) do you need something now, and b) which host app do you prefer using.

honestly, Paul, I'm just looking to put Octane on rendering videos & I'm curious which way to choose...

Till now I tried both (Nuke & AE) & for simple tasks both are overkill, but since I would really like to utilize Octane it makes sense to finally sit on one of them (that's where the questions comes from =)

Aside from that, I'm trying to research other compatibility/plugins/community side of those programs as that's no less important part too =) but it would be nice to know strong/weak sides comparing OR plugins.

I haven't used AE very much at all, so can't speak on it. But I found Nuke to be pretty easy to learn - and a lot of fun to use. I can see why it's so widely used by the VFX studios. Sorry I can't be more help.

Is there any update about the release of OctaneRender for Nuke on OSX?

Whilst the plugin is very stable on Windows and Linux, I have had a lot of problems getting it to compile and run in a stable fashion on OSX. The Nuke OSX plugin development environment is challenging to work with - so I have stopped work on the OSX version. If there is sufficient interest from users, I can take another look in the future.

Too bad, but I understand. It would be good for the Mac users of Nuke to be able to use a great renderer as Octane directly inside Nuke. Also, as far as I know all the alternative renderers to the default Nuke’s scanline are currently for Windows or Linux only (aside from PRman, which in its current state is not an ideal option for most users). I hope you guys change your mind at some point in the near future. In the meantime, keep up the good work!

I have finally been able to resolve the issues getting the plugin to work under OSX, so there is now a working OSX version. If you would be to beta test the OSX release, pls msg me and I will organise a trial license.